Vorpal Sword said:
I understand that is nice to have a all purpose focus that you could use for anything. Especial nice when you can use it as a focus if you roll a lot of focus or a target lock when needed for a missile or proton torpedo. As for your oppenient knowing which ship you will be shooting at, it makes little difference since a decent oppenent is going to play defensive if he thinks he is in your fire arc.
You don't see an advantage in forcing your opponent's entire side to play defensively, as opposed to only the ship you're going to be shooting at?
because with the exception of assault missiles, the other missiles are more of a meh, if it hits ok, if it doesnt well im not surprised either. more than half the time, a normal primary weapon attack with target lock or focus is already comparable or way better than just the missile alone without any setup, and deadeye doesnt help with the setup at all since focus tokens only stay with you until the end of the turn, and you will need to target lock him anyway. put it this way: suppose you have one whole bunch of stuff and Howlrunner, you know for sure Howlrunner is goning to eat the missile anyway instead of random Academy TIE #3, and if you have one small bunch of elite stuff, it doesnt matter if Fel or Turr or Wedge or whoever is goina to eat the missile, you will still go ahead as planned anyway and do a simple exchange with him.
I find what you've said to be true for X-Wings, but not so much for Y-Wings, A-Wings or TIE Advanced as they only have a base Attack of 2.
Deadeye gives you flexibility in target selection. If the target is still alive after the first ship fires on it, you have the option of attacking it with a missle. Otherwise, you'd either have to TL it and possibly waste that action if the first ship destroyed the target, or just Focus to hedge your bets and fire on the target with your primary if it survived the attack from your first ship. Further flexibility is gained because taking Focus is a common Action most folks perform anyway.
Now, maybe you don't value that flexibility, or maybe you don't feel it's worth a point, but there is a use for it and for some, that flexibility is definitely worth the one throwaway point that might have been spent on Determination or trying to get initiative instead.
Ywings cant use deadeye so it's a bit of a moot point, and while i agree with the Awing, for the TIE advanced I do not really agree as you will, in theory, be going up against rebel ships which generally have lower agility values, so it balances out in the end.
and why do you still have missiles/torps on you for such a long time that you would need to factor in that 2nd point you made? Unless you are talking about your 2nd set of missiles/torps, which is only relevant on the Firespray and Ywing (which, again, cannot be equipped with deadeye anyway). With perhaps the exception of Assault missiles, I do not see any reason to hold onto the missiles/torps for such a long time that you have to consider using them in that weird scenario you mentioned. you just throw them out on the very first pass and hope it connects and deals some damage, no? Arent you afraid of your ship going down with the missiles/torps still attached and unused? even more so with wave 2, with how attacks are getting so much more fierce in comparison, and it's not like you could really benefit from some of the defensive upgrades like PTL or elusiveness either due to deadeye eating up the slot
Lols, my bad on the Y-Wing. Added that in on during a re-read before I posted and my mind went- "Y-Wings are attack 2 as well! Duh!" That's what I get for posting so late at night.
When I play Rebels, I do a 4-ship, split deployment kind of setup and I don't just scream forward at 4 towards that TIE pile, so a lot of times, no- there's generally no big initial pass in my games. I usually pick up my first TLs from a flank and usually outside of my arc as well.
I don't really see why the Advanced is different than the A-Wing in what you mentioned above just because Rebel ships have lower agility though. Can you elaborate on that?
I guess what I'm saying is Deadeye only costs a point and it triggers from an Action you're probably already declaring anyway. Admittedly, people shouldn't view it as some big deal, game-changing upgrade, but like many of the upgrades that aren't just flat out no-brainer, always-on options, I can see where it'd be useful for its cost. It's not a must-have, and I wouldn't get into a mindset where I'm going, "Oh, I've taken homing missiles on my Green Squadron A-Wing- MUST TAKE DEADEYE", but if I had a point left to spend and was reading back through my list, I'd throw it on there, sure.